The two user-scoped Input editor settings at Edit > Preferences > Scylla > Input: whether control identifiers read as words, and whether double-clicking an action asset opens the Scylla editor.
Summary
These settings change how the Input Actions editor looks and how it is reached. Neither one touches an asset, and neither travels with the project. Anything that does belong to the project, such as the module’s runtime knobs, lives on ScyllaInputConfiguration instead.
Readable control names
The Input System names its controls the way code does. A binding path reads <Gamepad>/buttonEast, a composite reads 2DVector, a keyboard arrow reads upArrow. That is exactly right for a string in a file and hard work in a list of forty bindings, so with this setting on, the editor displays them as words in upper case:
| Stored | Displayed |
|---|---|
<Gamepad>/buttonEast | GAMEPAD / BUTTON EAST |
<Keyboard>/upArrow | KEYBOARD / UP ARROW |
<Gamepad>/leftStick/x | GAMEPAD / LEFT STICK / X |
<Gamepad>/{Submit} | GAMEPAD / {SUBMIT} |
2DVector | 2D VECTOR |
This is a display change and only a display change. The asset stores what it always stored, the constants generator emits what it always emitted, and code that looks a binding up by path is unaffected. Three things follow from that, and they’re worth knowing:
- A path field shows the stored text the moment you click into it. Chips are for reading; the caret gets the real string, so what you edit is what the asset holds.
- The full path is always one hover away. Anywhere the readable form is shown, the tooltip carries the exact stored value, so it stays greppable and diffable without turning the setting off.
- Names you chose are never rewritten. Action maps, actions and control schemes carry the names you typed, and those come through unchanged. Only Input System identifiers are reformatted.
Turning the setting off puts every identifier back to its stored spelling immediately, including in windows that are already open.
The splitting is mechanical, which makes it predictable: a word boundary is a lowercase letter followed by an uppercase one, the end of a run of capitals, or a digit after a word of more than one letter. So XRController reads XR CONTROLLER rather than X R CONTROLLER, and f1 stays F1 while numpad1 becomes NUMPAD 1. Vendor product names that already read as prose, such as the long HID strings some controllers report, are left alone.
Unresolvable paths
A binding path is a free string, which means a stray character produces a binding that saves, loads and runs while never firing. <Gamepad>/buttonEastX is the shape of the problem, and readable names make it slightly worse, since the typo renders as a perfectly plausible BUTTON EAST X.
So the editor checks paths against the layout database and marks the ones it cannot resolve, in the tree and in the binding inspector, with a tooltip saying what was not found. The Validation panel reports the same thing in prose, split into two cases: no device layout of that name, or a device that has no control at that path.
Both are warnings rather than errors, deliberately. The editor’s layout database is not the whole truth: a device layout a project registers at run time is genuinely not in it, and a few control shapes are not indexed. A warning that occasionally points at something correct is survivable; an error that does the same makes the whole panel worth closing.
Open action assets in the Scylla editor
It is off by default. .inputactions is a first-party Unity asset type with a first-party editor, so taking over that double-click uninvited is the one thing here that could annoy someone who never asked for it. Turn it on and double-clicking an action asset in the Project window opens the Scylla Input Actions editor; leave it off and the editor is still available from Tools > Scylla.
The setting is read at the moment of the double-click, so toggling it takes effect immediately rather than after a domain reload.
Tips and pitfalls
- The setting is per user, not per project. A screenshot taken by a teammate may spell things differently from yours. If a bug report shows
BUTTON EASTand your editor showsbuttonEast, that is this setting and not a version difference. - Search matches either spelling. In the control picker, both
left stickandleftStickfind the same control, so you can type what you see or what is stored. - The device picker in the Control Schemes tab is not reformatted. It filters by what you type, so its rows keep the stored spelling; the button that opens it shows the readable form.
- A marked path is not proof of a mistake. If you register a device layout at run time, its bindings are marked in the editor and work perfectly in play mode. The tooltip and the Validation panel both say so.